virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void collision_solid(const CollisionHit& hit);
virtual void update(float elapsed_time);
+ virtual void draw(DrawingContext& context);
#if 0
const Vector& get_speed() const
Player* get_nearest_player();
bool found_victim();
void set_state(IceCrusherState state, bool force = false);
+ Vector eye_position(bool right);
+ SpritePtr lefteye;
+ SpritePtr righteye;
+ SpritePtr whites;
+
+private:
+ enum IceCrusherSize {
+ NORMAL,
+ LARGE
+ };
+ IceCrusherSize ic_size;
};
#endif